[gl,sw] Don't clear world's efrags on new scene

It seems this isn't needed any more (not sure why) as both glsl and
vulkan are happy without it. Also unsure why moving to ECS made gl and
sw change behavior regarding rendering the test models in my scene.
This commit is contained in:
Bill Currie 2022-10-27 00:22:15 +09:00
parent 600a342200
commit 5d19936387
2 changed files with 0 additions and 8 deletions

View file

@ -168,10 +168,6 @@ gl_R_NewScene (scene_t *scene)
r_refdef.worldmodel = scene->worldmodel; r_refdef.worldmodel = scene->worldmodel;
brush = &scene->worldmodel->brush; brush = &scene->worldmodel->brush;
// clear out efrags in case the level hasn't been reloaded
for (unsigned i = 0; i < brush->modleafs; i++)
brush->leafs[i].efrags = NULL;
// Force a vis update // Force a vis update
R_MarkLeaves (0, 0, 0, 0); R_MarkLeaves (0, 0, 0, 0);

View file

@ -200,10 +200,6 @@ R_NewScene (scene_t *scene)
r_refdef.registry = scene->reg; r_refdef.registry = scene->reg;
r_refdef.worldmodel = worldmodel; r_refdef.worldmodel = worldmodel;
// clear out efrags in case the level hasn't been reloaded
for (unsigned i = 0; i < brush->modleafs; i++)
brush->leafs[i].efrags = NULL;
if (brush->skytexture) if (brush->skytexture)
R_InitSky (brush->skytexture); R_InitSky (brush->skytexture);